for the PS version
by Joseph Christopher
version 1.5
Feb. 6, 2000
this faq is copyright 2000-2001 Joseph Christopher
I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* This society does not care if you're the dumbest vegetable on earth,
if you do something wrong, someone will make you pay the price! ;)
* With Diablo out on the PS, many people will surely have the opportunity
to play with their bros and sis at home. Now we can play with someone
we know, without the fear of being hacked or townkilled or whatever.
Diablo is a great game that, although involves a lot of fighting, requires
less fighting skill compared to the conventional arcade fighting games.
Rather, it is more of knowing your own abilities, comparing them with
the opponents', and deciding to back out or not from a fight or to ask
for help. It's quite complicated, but once you learn to like the basics
the rest will simply follow.
Why read this guide:
I. Comparisons with the PC version
II. Controls
III. Definitions
IV. Town
V. Labyrinth
VI. Quests
VII. Basic Items
VIII. Special Names
IX. Unique Items
X. Other Items
XI. Spells
XII. Shrines
XIII. Unique Creatures
XIV. History Section
XV. Ending
XVI. Credits
XVII. Revision History
XVIII. Final Words
* most their differences are found when in multiplayer mode so I'll be
using that as a basis.
____________________________________________________________________
|_PC_________________________________|_PS____________________________|
|------------------------------------|-------------------------------|
| easier point and click interface | faster joy-pad based contols |
|------------------------------------|-------------------------------|
| up to four players using one | up to two players using the |
| console each | same console |
|------------------------------------|-------------------------------|
| cheap, hack-prone saves | costly, hack-immune saves |
|------------------------------------|-------------------------------|
| automatic, non-transferable saves | manual, transerable saves |
|------------------------------------|-------------------------------|
| ability to move on without a | ability to pause the entire |
| teammate's consent | game |
|------------------------------------|-------------------------------|
| all links to the labyrinth below | level skip feature in pause |
| are opened | mode |
|------------------------------------|-------------------------------|
| better graphics, better sound | better gameplay |
|------------------------------------|-------------------------------|
| useful unique items may be carried | all unique items cannot be |
| on to a different game while the | carried on to another game & |
| useless ones may be sold for 1/4 | if you do, will be converted |
| the price | to its full value in gold |
|------------------------------------|-------------------------------|
| can be very easy for beginners | can be very challenging for |
| | experts |
|------------------------------------|-------------------------------|
|____________________________________|_______________________________|
1. Character Classes:
a. Warrior - your typical knight in shining armor---only he doesn't
have a shining armor yet. You'll have to either fight for
it or raise the money to buy it. Good at swords as well
as axes and other heavy weapons.
b. Rogue - every game that allows you to select from different players
must include a female, otherwise its creators will be called
sexists. Good only at bows, but very good at that.
c. Sorceror- you're dealing with the supernatural, so what else do you
expect? A magician, of course! Good only at staves, but
as good at that as a rogue is with her bows.
2. Select menu buttons:
a. Inventory - displays the items you have and where you have
put them
b. Character Info - displays your name, class, level, experience,
and other things about your player
c. Quests Log - displays a menu of all the quests that are known
to you at present. If you select any of these
quests, a replay of what any person or book told
you about this quest will be presented to you
d. Full Spell Book - displays what spells you can do, their damage,
and casting cost. If the icon of the spell you're
looking at is white, that spell isn't available
for the moment
e. Save/Load - allows you to either save a character, save a
game, or load
f. Volume Adjstmnt - very self-explanatory
g. Controller Setup- allows you to assign commands that aren't enabled
by default to you controller
h. Screen Adjstmnt - if ever there's a black part on one side of your
screen and you can't see the edge of the opposite
side, you'll need this option
i. Help - gives instructions and basic actions like picking
up and dropping items, absolute and relative
movement, etc.
j. Game speed - provides players with the option of speeding up
the way their characters walk, and a lot of other
actions
k. Quit - don't tell me you don't know what this does!
3. Character Stats:
The box on the upper-left most contains your name, and your class
is next to it. Your level determines how well you will fare against
different monsters. Max level: 50. Experience is basically the number
of points you have gather via slaughtering numerous demons. A certain
number of experience points, stated in the Next Level box, is your goal
to raise your level by one. Here's a table:
Everytime your level is raised by one, you gain five stat points
which you should distribute wisely among your strength, magic, dexterity,
and vitality. Just click on the red button that appears to distribute
when possible. The numbers under Base tell you how high that specific
stat really is, while those under Now tell how high that specific stat
is when under the influence of the different magical weapons and items
in the game.
Ok, on to the other parts. The life box explains in numbers
what the red liquid explains in amount---how much more damage can you'
take without dying. The same goes with mana, which is the amount of
"magic" you can use to pay for a spell's casting cost. Gold and Damage
are self-explanatory, while armor class is your chance of evading an
enemy's attack and To Hit is your chance of landing a hit everytime
you attack. The Resist to boxes tell you how much damage from a said
form of attack can you be invulnerable to.
4. Belt:
The small boxes just beside your "life & mana bar" is your belt.
They pretty much work just like your inventory, but they cannot be
hidden, cannot hold gold coins, rings, amulets, and everything larger,
and can be accessed quickly if you assign a corresponding button for
the task.
This is where you're at whenever you start from scratch. You are
in front of a house, the back of which is where half the town's population
is gathered. Yes, there are four is already half of them. Sorry, but this
town is rather low on inhabitants. Here's the cast:
Ogden the Tavern Owner - he's not much use, except for the fact that
you'll get info on some of the game's quests
from him
Griswald the Blacksmith - the main man of the town, this guy is especially
useful warriors and rogues because it is he
trades weapons of interest to them. You can
also ask him to repair your damaged items,
but of course nothing is for free nowadays.
Be careful when choosing something to buy.
If you decide to re-sell it, he will only
pay you one-fourth the original price.
Cain the Elder - his main use is the identification of unidentified
items (of course, what else?) but even that has a
cost---100 gold to be exact. Quite worth it since
you got a 99.99% chance of increasing the value of
your item by more than a hundred once it is identified.
Not to mention take advantage of its special abilities.
Pepin the Healer - this guy's the ONLY one who'd serve you for free!
Talk to him and you're healed instantly! He also
sells items that heal, but won't buy anything from
you.
Gillian the Barmaid - a little further from the center with Ogden as
the nearest neighbor, this lass does not have
a single dam use in the whole game! Rather not
talk to her.
Wirt the Peg-legged - doesn't the barmaid's position tell there's more
to be seen in the town? You're right. Go beyond
her and eventually you'll find this boy in the
upper-left part of the town. He's just like Griswald,
except for three things: he doesn't buy, doesn't
repair, and sells only one item at the time. He
doesn't even show you what he's selling if you
don't pay him 50 bucks.
Adria the Witch - you explored the left part of the town, but how about
the right? Only one person resides there, the witch.
She's especially useful to sorcerors, but since she
buys or sells almost everything Griswald doesn't,
she's quite an all-around useful gal too. As the
blacksmith repairs weapons, so can she recharge staves.
And again, not without a "reasonable" fee.
Farnham the Drunk - I forgot about this guy, but then again maybe I
should have. Just as useless as the barmaid is,
this guy (I know you don't care already but) is
found just beside the house you started from.
Another feature of this town is its links to the labyrinth below.
There are a total of four links, one of which is the chapel located in
the north. The other three are not accessible when you start from scratch
because they can only be opened from the other side which is down there.
You can, however, just press start to pause, then hit up or down to view
the level select menu and warp to any level!
Nothing much can be said about the labyrinth as it is randomly
generated by software. The only pattern I can observe is the fact that
the level's ambience changes dramatically every after four floors. The
type of monster you will battle also changes in accordance with this
pattern. For levels 1-4, you are in the dungeon level of the chapel,
surrounded by skeletons, zombies, and goblins. Move on to levels 5-8 and
you'll find yourself in the catacombs battling your way through hundreds
of goatmen, bats, and dogs. Levels 9-12 puts you in a cave with lotsa lava
and a multitude of rhinomen, gargoyles and storm demons. The final four
levels are expectedly in hell itself. It's a different interpretation
of hell, as it is not burning, just filled with dead bodies and lotsa
blood. Here, you face witches, mages, and dark knights (no, not batmans)
There will always be exceptions to the rule of distribution of monsters,
as Blizzard tries to stick to the randomness of the game.
As I have mentioned above, the labyrinth has links to the town
above and are opened only from the inside. These links also follow the
same four-level pattern. Levels 1,5,9, and 13 will always have a link
to the town, though there's no telling where it is in the vast area.
Even the quests in Diablo have a somewhat random quality. There
is only one set of quests the computer has in store, but you'll get to
be assigned only about two-thirds of it. You'll have to beat the game
over and over before you finally are sure you've successfully witnessed
all there is to the game's quests. Don't worry, whatever you've achieved
in previous battles (i.e. items, gold, experience) you'll carry on to
your next game even if you start all over---pretty cool. Below is a list
of quests and how to predict which you'll be assigned to.
* tonsfolk's comments: found after each quest is activated and before
they are completed by talking to who else but the
townsfolk!
DUNGEON QUESTS A (you'll get to solve one of these)
King Leoric
You start the game and look at the fountain beside Cain. If there's
nothing wrong with it then you're sure you won't have to go through
the Poisoned Water Supply quest. Instead you'll face King Leoric. Ogden
the Tavern Owner will tell you about him. He's one tough guy he doesn't
even need buldging muscles to give you a hard time. In fact, he doesn't
have any muscles at all...he's all bones! He's got a big sword, which,
unfortunately, you can't acquire after defeating him. He also has the
ability to raise his minions from the dead so keep him away from them
to avoid unnecessary obstacles. He's best dealt with using your Holy Bolt
Spell.(refer to spells section) He'll give you his crown when he finally
rests in peace, the "UNDEAD CROWN" It's a unique item.
*townsfolk's comments:
Odgen - As I told you, good master, the king was entombed three levels
below. He's down there, waiting in the putrid darkness for
his chance to destroy this land...
Griswold - I made many of the weapons and most of the armor that King
Leoric used to outfit his knights. I even crafted a huge
two-handed sword of the finest mithril for him, as well
as a field crown to match. I still cannot believe how he
died, but it must have been some sinister force that drove
him insane!
Cain - Ahh, the story of our king, is it? The tragic fall of Leoric
was a harsh blow to this land. The people always loved the king,
and now they live in mortal fear of him. The question that I
keep asking myself is how he could have fallen so far from the
light, as Leoric had always been the holiest of men. Only the
vilest powers of hell could so utterly destroy a man from within...
Pepin - The loss of his son was too much for King Leoric. I did what
I could to ease his madness, but in the end it overcame him.
A black curse has hung over this kingdom from that day forward,
but perhaps if you were to free his spirit from his earthly
prison, the curse would be lifted...
Gillian - I don't like to think about how the king died. I like to
remember him for the kind and just ruler that he was. His
death was so sad and seemed very wrong, somehow.
Wirt - Look, I'm running a business here. I don't sell information,
and I don't care about some king that's been dead longer than
I've been alive. If you need something to use against this king
of the undead, then I can help you out...
Adria - The dead who walk among the living follow the cursed king.
He holds the power to raise yet more warriors for an ever
growing army of the undead. If you do not stop his reign, he
will surely march across this land and slay all who still live
here.
Farnham - I don't care about that. Listen, no skeleton is gonna be
my king. Leoric is king. King, so you hear me? Hail to the
king!
Poisoned Water Supply
If notice the fountain's color is yellowish, then you'll know
that the passageway towards the King is nowhere to be found and in its
place is a crack leading to the underground the water from which springs
to the town. It's Pepin who informs you of this quest, and also he who
rewards you for it---with a "RING OF TRUTH", another unique item. All
you have to do is rid the place of monstrosities and move on.
*townsfolk's comments:
Odgen - I have always tried to keep a large supply of foodstuffs and
drink in our storage cellar, but with the entire town having
no source of fresh water, even our stores will soon run dry.
Please, do what you can or I don't know what we will do.
Griswold - Pepin has told you the truth. We will need fresh water badly,
and soon. I have tried to clear one of the smaller wells,
but it reeks of stagnant filth. It must be getting clogged
at the source.
Cain - Hmm, I don't know what I can really tell you about this that
will be of any help. The water that fills our wells comes from
an underground spring. I have heard of a tunnel that leads to
a great lake---perhaps they are one and the same. Unfortunately,
I do not know what would cause our water supply to be tainted.
Pepin - Please, you must hurry. Every hour that passes brings us closer
to having no water to drink. We cannot survive for long without
your help.
Gillian - My grandmother is very weak, and Garda says that we cannot
drink the water from the wells. Please, can you do something
to help us?
Wirt - For once, I'm with you. My business runs dry---so to speak---
if I have no market to sell to. You better find out what is going
on, and soon!
Adria - The people of Tristram will die if you cannot restore fresh
water to their wells. Know this---demons are at the heart of
this matter, but they remain ignorant of what they have spawned.
Farnham - You drink water?
DUNGEON QUESTS B (you'll get to solve two of these)
The Butcher
There's supposed to be a wounded townsman outside the chapel, and
he's the one who's gonna tell you about the genocidal maniac known only
as the Butcher. Otherwise, you'll be quite sure you'll get to solve the
remaining two quests of the dungeon. The Butcher carries with him a giant
axe---cleaver as you may call it, and this time you can pick it up after
he falls. It's a cool weapon but only until the 7th or 8th level. By
that time you should already have sold it for something else. How to
kill him without suffering a single cut? First, get yourself a bow.
Then show yourself to him and he'll chase you. Go into a room that has
bars for a wall and close the door. Dam demon is too dumb to know how
to open doors so you'll be fine. The arrows will go through the bars
and hit him. You have to be patient for he does not easily yield to
beginners. By the way, his unique weapon is, quite dumbly, named, "The
BUTCHER'S CLEAVER"
*wounded townsman's last words: (I'm justing writing this from memory
so forgive any errors)
Please, listen to me. The Archbishop Lazarus, he led us the down there
to find the lost prince...bastard led us into a trap. Now everyone
is dead---killed by a demon he called the Butcher. Avenge us! Find
this Butcher and slay him, so that our souls may finally rest...
*townsfolk's comments:
Odgen - Yes, Farnham has mumbled something about a hulking brute who
wielded a fierce weapon. I believe he called him a butcher.
Griswold - I saw what Farnham calls the Butcher as it swathed a path
through the bodies of my friends. He swung a cleaver as
large as an axe, hewing limbs and cutting down brave men
where they stood. I was separated from the fray by a host
of small screeching demons and somehow found the stairway
leading out. I never saw that hideous beast again, but his
blood-stained visage haunts me to this day.
Cain - It seems that the Archbishop Lazarus goaded many of the townsmen
into venturing into the labyrinth to find the king's missing
son. He played upon their fears and whipped them into a frenzied
mob. None of them were prepared for what lay within the cold
earth...Lazarus abandoned them down there---left in the clutches
of unspeakable horrors---to die.
Pepin - By the light, I know of this vile demon. There were many that
bore the scars of his wrath upon their bodies when the few
survivors of the charge led by Lazarus crawled from the cathedral.
I don't know what he used to slice open his victims, but it
could not have been of this world. It left wounds festering
with disease and even I found them almost impossible to treat.
Beware if you plan to battle this fiend...
Gillian - When Farnham said something about a Butcher killing people,
I immediately discounted it. But since you brought it up,
maybe it is true.
Wirt - I know more than you'd think about that grisly fiend. His little
friends got a hold of me and managed to get my leg before Griswold
pulled me out of that hole. I'll put it bluntly---kill him before
he kills you and adds your corpse to his collection.
Adria - The Butcher is a sadistic creature that delights in the torture
and pain of others. You have seen his handiwork in the drunkard
Farnham. His destruction will do much to ensure the safety of
this village.
Farnham - Big! Big cleaver killing all my friends. Couldn't stop him,
had to run away, couldn't save them. Trapped in a room with
so many bodies...so many friends...nooooo!
Ogden's Sign
Just before you go down to the 5th level, you notice there are
no entrances to the room that contains the stairway. You try the adjacent
room and find a single goblin named Snotspill standing in front of you
He can trigger this quest, but so can Ogden if you talk to him first.
Anyway, Snotspill tells you to beat the crap out of the monsters in the
other adjacent room, get Ogden's sign, and bring it to him, or else...
Does that sound much of a threat? Not really. What you do is kill the
monsters, get the sign, and bring it back to Ogden. At first he'll hurt
your feelings by saying he didn't need the sign anymore, but then he
gives you a unique helm for your effort, the "HARLEQUIN CREST" Quite
useless, though, and should only be sold to get its worth. When you
get back to Snotspill, the walls guarding the stairway have already been
lowered, and replacing them are a multitude of goblins. Just stay where
you are when you first saw him (the doorway) and you're ready to take
them all on! (one by one, that is)
*townsfolk's comments:
Griswold - Demons stole Odgen's sign, you say? That doesn't sound much
like the atrocities I've heard of---or seen! Demons are
concerned with ripping out your heart, not your signpost.
Cain - I see that this strange behaviour puzzles you as well. I would
surmise that since many demons fear the light of the sun and
believe that it holds great power, it may be that the rising
sun depicted on the sign you speak of has led them to believe
that it too holds some arcane powers. Hmmm...perhaps they are
not all as smart as we had feared...
Pepin - My goodness, demons running about the village at night, pillaging
our homes---is nothing sacred? I hope that Odgen and Garda are
all right. I suppose that they would come to see me if they
were hurt.
Gillian - Oh my! Is that where the sign went? My grandmother and I must
have slept right through the whole thing. Thank the light
that those monsters didn't attack the inn.
Wirt - What...is he saying I took that? I suppose that Griswold is on
his side, too. Look, I got over simple sign stealing months ago.
You can't turn a profit on a piece of wood.
Adria - No mortal can truly understand the mind of the demon. Never
let their erratic actions confuse you, as that too may be their
plan.
Farnham - You know what I think? Somebody took that sign, and they gonna
want lots of money for it. If I was Odgen...and I'm not, but
if I was...I'd just buy a new sign with some pretty drawing
on it. Maybe a nice mug of ale or a piece of cheese.
Gharbad the Weak
You notice this odd-colored goatman who isn't supposed to be around
yet since you're only in the dungeons. He won't attack and you can't
kill him, yet. Talk to him and he'll say, "Please don't kill me, I will
prove to be useful to you." (I already translated that to formal English)
Walk away and turn in a corner to make sure he doesn't see you. Walk
back and talk to him the second time. He'll give you a weapon and make
the same plea. Do this several times. Sometimes, you'll get a weapon,
sometimes, you won't. Finally, he creates a weapon that he thinks is
too powerful for you so he decides to use it for himself---against YOU!
As his name suggests, he IS weak. You'll find it easy to defeat him,
now that you've defeated the Butcher (if you got his quest). He'll
drop one last weapon when he dies to which you'll murmur, "I am not
impressed."
CATACOMB QUESTS (you'll get to solve three of these)
Magic Rock
Griswold tells about some sky rock that had fallen to earth and
was nowhere to be found. This is a very easy quest. All you have to
do is look for the said rock somewhere down in the catacombs. It will
be handed to you on a silver platter---literally. Griswold crafts these
stones into another unique ring, the "EMPYREAN BAND"
*townsfolk's comments:
Odgen - The caravan stopped here to take on some supplies for their
journey to the east. I sold them quite an array of fresh fruits
and some excellent sweetbreads that Garda has just finished
baking. Shame what happened to them.
Griswold - I am still waiting for you to bring me that stone from the
heavens. I know that I can make something powerful out of
it.
Cain - Griswold speaks of the heaven stone that was destined for the
enclave located in the east. It was being taken there for further
study. This stone glowed with an energy that somehow granted
vision beyond that which a normal man could possess. I do not
know what secrets it holds, my friend, but finding this stone
would certainly prove most valuable.
Pepin - I don't know what it is that they thought they could see with
that rock, but I will say this: if rocks are falling from the
sky, you had better be careful!
Gillian - Well, a caravan of some very important people did stop here,
but that was quite a while ago. They had strange accents and
were starting on a long journey, as I recall. I don't see
how you could hope to find anything that they would have carried.
Wirt - If anyone can make something out of that rock, Griswold can.
He knows what he is doing, and as much as I try to steal his
customers, I respect the quality of his work.
Adria - The heaven stone is very powerful, and were it any but Griswold
who bid you find it, I would prevent it. He will harness its
powers and its use will be for the good of us all.
Farnham - I used to have a nice ring; it was a really expensive one,
with blue and green and red and silver. Don't remember what
happened to it, though. I really miss that ring...
Valor
For this and the rest of the catacomb quests, you'll have to read
a specific book on a stand somewhere on the level before you get assigned
for the task. For this quest, you'll find it in a long, rectangular
room with two doors at the lower width. Entering these doors will reveal
room with a "blood stone" (seems useless at first) and another door to
go further on. Enter that second room and find a pedestal of blood to
which you will place the blood stone (just click the pedestal while
your blood stone is in your inventory) It turns out that the long,
rectangular room is actually a group of adjacent rooms, and placing
the blood stone on the pedestal unveiled on of them. Go to that room,
get a second blood stone, and again place it on the pedestal. Another
room is uncovered. That room will also contain a blood stone, the last
one which, when placed on the pedestal, reveals a passageway beyond the
wall you are facing. Venture forth, killing the demons on your way, and
be rewarded by the only unique armor that can be acquired through a
quest---the "ARMOR OF VALOR"
*townsfolk's comments:
Odgen - Every child hears the story of the warrior Arkaine and his mystic
armor known as Valor. If you could find its resting place, you
would be well protected against the evil in the labyrinth.
Griswold - The armor known as Valor could be what tips the scale in
your favor. I will tell you that many have looked for it---
including myself. Arkaine hid it well, my friend, and it
will take more than a bit of luck to unlock the secrets that
have kept it concealed these many years.
Cain - The gateway of blood and the halls of fire are landmarks of mystic
origin. Wherever this book you read from resides it is surely
a place of great power. Legends speak of a pedestal that is carved
from obsidian stone and has a pool of boiling blood atop its
bone-encrusted surface. There are also allusions to stones of
blood that will open a door that guards an ancient treasure.
The nature of this treasure is shrouded in speculation, my friend,
but it is said that the ancient hero Arkaine placed the holy
armor Valor in a secret vault. Arkaine was the first mortal to
turn the tide of the Sin War and chase the legions of darkness
back to the burning hells. Just before Arkaine died, his armor
was hidden away in a secret vault. It is said that when this
holy armor is again needed, a hero will arise to don Valor once
more. Perhaps you are that hero...
Pepin - Hmm...it sounds like something I should remember, but I've been
so busy learning new cures and creating better elixirs that
I must have forgotten. Sorry...
Gillian - The story of the magic armor called Valor is something I often
heard the boys talk about. You had better ask one of the men
in the village.
Wirt - You intend to find the armor known as Valor? No one has ever
figured out where Arkaine stashed the stuff, and if my contacts
couldn't find it, I seriously doubt you ever will either.
Adria - Should you find these stones of blood, use them carefully. The
way is fraught with danger and your only hope rests within your
self-trust.
Farnham - Zzzzz...
Chamber of Bone (always included)
This is the only quest the rewards you with a spell rather than
an item. Here's what you have to do: Read the book regarding it, find
the stairway between eight pillars, and go down. When you're in, massacre
all the skeletons and rhinomen by staying directly in front of the door
of their respective rooms, That way you'll fight only one of them at
a time. When you're through, look for another book on a stand and read
it. (This will give you the Guardian Spell)
*townsfolk's comments:
Odgen - I am afraid that I don't know anything about that, good master.
Cain has many books that may be of some help.
Griswold - I know nothing of this place, but you may try asking Cain.
He talks about many things, and it would not surprise me
if he had some answers to your question.
Cain - A book that speaks of a chamber of human bones? Well, a chamber
of bone is mentioned in certain archaic writings that I studied
in the libraries of the east. These tomes inferred that when
the lords of the underworld desired to protect great treasures,
they would create domains where those who died in the attempt
to steal that treasure would be forever bound to defend it. A
twisted, but strangely fitting, end?
Pepin - This sounds like a very dangerous place. If you venture there,
please take great care.
Gillian - I am afraid that I haven't heard anything about that. Perhaps
Cain the storyteller could be of some help.
Wirt - A vast and mysterious treasure, you say? Maybe I could be interested
in picking up a few things from you...or better yet, don't you
need some rare and expensive supplies to get you through this
ordeal?
Adria - You will become an eternal servant of the dark lords should
you perish within this cursed domain. Enter the Chamber of Bone
at your own peril.
Farnham - Okay, so listen. There's the chamber of wood, see. And his
wife, you know---her---tells the tree...cause you gotta wait.
Then I says, that might work against him, but if you think
I'm gonna pay for this...you...uh...yeah.
Halls of the Blind
I kinda like the poem that triggers this quest and have quite
memorized it by heart; here goes:
I can see what you see not,
Vision milky then eyes rot.
When you turn they will be gone,
Whispering their hidden song.
Then you see what cannot be,
Shadows move where light should be.
Out of darkness, out of mind,
Cast down into the halls of the blind
In this quest you just have to eradicate a bunch of demons that
can go invisible (quite simple yet challenging as well) You'll find
in a small room your reward---the "OPTIC AMULET"
*townsfolk's comments:
Odgen - I never much cared for poetry. Occasionally, I had cause to
hire minstrels when the inn was doing well, but that seems like
such a long time ago now. What? Oh, yes...uh, well, I suppose
you could see what someone else knows.
Griswold - I am afraid that I have neither heard nor seen a place that
matches your vivid description, my friend. Perhaps Cain the
storyteller could be of some help.
Cain - You recite an interesting rhyme written in a style that reminds
me of other works. Let me think now...what was it? Darkness shrouds
the hidden. Eyes glowing unseen with only the sounds of razor
claws briefly scraping to torment those poor souls who have been
made sightless for all eternity. The prison for those so damned
is named the Halls of the Blind...
Pepin - This does seem familiar, somehow. I seem to recall reading
something very much like that poem while researching the history
of demonic afflictions. It spoke of a place of great evil that...
wait...you're not going there are you?
Gillian - If you have questions about blindness, you should talk to
Pepin. I know that he gave my grandmother a potion that helped
clear her vision, so maybe he can help you, too.
Wirt - Lets see, am I selling you something? No. Are you giving me money
to tell you about this? No. Are you now leaving and going to
talk to the storyteller who lives for this kind of thing? Yes.
Adria - This is a place of great anguish and terror, and so serves its
master well. Tread carefully or you may yourself be staying
much longer than you had anticipated.
Ok, sorry. This guy's nowhere to be found in the caves (he appears
on the level preceeding it) but he's included in this group of quests
that the computer choses from so I included him. You'll find him in a
library, busy reading. He'll give you a book, and tell you to be on your
way. Something tells me you wouldn't, and try to click on his library.
He becomes enraged, and throws fireballs at you. Non-warriors won't have
much problems with him, as they'd probably be using a bow or a staff that
can throw something as well. If you chose to be a warrior, you'd probably
be using a short range weapon and therefore will have to chase him down.
Just remember that when he teleports, a faint light can be seen moving
on the floor. Follow that light for it will lead you to where he'll
appear next.
Black Mushroom
The most insulting quest of all, this one makes you look like a
gullible errand boy that blindy follows the whims of his master. First,
you find a Fungal Tome which you should present to Adria. She then asks
you to look for big black mushroom somewhere in the same area and bring
it to her. This big black thingy is found along with a patch of smaller
ones. Pick it up (it's actually as big as your shield!) and give it to
the witch. She appreciates what you've done and remembers Pepin telling
her something about needing the brain of some demon to experiment on.
She also "requests" you to give her a sample of the elixir Pepin will
make from the brain. You then kill any demon after that conversation
its brain can automatically be picked up. Bring (starting to get tired
now?) this brain to the healer who will, in turn give you a spectral
elixir which you should fetch to the witch. The dam bit...uh witch tells
you she doesn't need it anymore and that you should keep it. The spectral
elixir will increase all your stats by three so maybe it was worth the
effort.
*townsfolk's comments:
Odgen - Let me just say this. Both Garda and I would never, ever serve
black mushrooms to our honored guests. If Adria wants some
mushrooms in her stew, then that is her business, but I can't
help you find any. Black mushrooms...disgusting!
Griswold - If Adria doesn't have one of these, you can bet that's a
rare thing indeed. I can offer you no more help than that,
but it sounds like...a huge, gargantuan, swollen, bloated
mushroom! Well, good hunting, I suppose.
Cain - The witch Adria seeks a black mushroom? I know as much about
black mushrooms as I do about red herrings. Perhaps Pepin the
healer could tell you more, but this is something that cannot
be found in any of my stories or books.
Pepin - The witch told me that you were searching for the brain of a
demon to assist me in creating my elixir. It should be of great
value to the many who are injured by those foul beasts, if I
can just unlock the secrets I suspect that its alchemy holds.
If you can remove the brain of a demon when you kill it, I would
be grateful if you could bring it to me.
Gillian - I think Odgen might have some mushrooms in the storage cellar.
Why don't you ask him?
Wirt - I don't have any mushrooms of any size or color for sale. How
about something a bit more useful?
Adria - It's a big, black mushroom that I need! Now run off and get
it for me so that I can use it for a special concoction that
I'm working on.
Farnham - Odgen mixes a mean black mushroom, but I get sick if I drink
that. Listen, here's the secret---moderation is the key!
The Anvil of Fury
The best of the quests as I would see it. Fairly easy. Griswold
tells you about it and all you have to do is find and bring it to him
and voila...a powerful sword, "GRISWOLD'S EDGE" is at your disposal.
On my opinion, there are only two other swords better than this, namely
the "Grandfather" and "Grizzly Sword" and these are very hard to find.
*townsfolk's comments:
Odgen - Don't you think that Griswold would be a better person to ask
about this? He's quite handy, you know.
Griswold - Nothing yet, eh? Well, keep searching. A weapon forged upon
the anvil could be your best hope, and I am sure that I can
make you one of the legendary proportions.
Cain - Griswold speaks of the Anvil of Fury---a legendary artifact long
searched for, but never found. Crafted from the metallic bones
of the razor pit demons, the Anvil of Fury was smelt around the
skulls of the five most powerful magi of the underworld. Carved
with runes of power and chaos, any weapon or armor forged upon
this anvil will be immersed into the realm of chaos, imbedding
it with magical properties. It is said that the unpredictable
nature of chaos makes it difficult to know what the outcome of
this smithing will be...
Pepin - If you had been looking for information on the pestle of curing
or the silver chalice of purification, I could have assisted
you, my friend. However, in this matter, you would be better
served to speak to either Griswold or Cain.
Gillian - Griswold's father used to tell some of us when we were growing
up about a giant anvil that was used to make mighty weapons.
He said that when a hammer was struck upon this anvil, the
ground would shake with a great fury. Whenever the earth moves,
I always remember that story...
Wirt - If you were to find this artifact for Griswold, it could put
a serious damper on my business here. Aw, you'll never find it.
Adria - There are many aftifacts within the labyrinth that hold powers
beyond the comprehension of mortals. Some of these hold fantastic
power that can be used by either the light or the darkness.
Securing the anvil from below could shift the course of the
Sin War towards the light.
Farnham - Griswold can't sell his anvil. What will he do then? And I'd
be angry too if someone took my anvil!
HELL QUESTS (you'll get to solve three of these)
The Warrior of Blood
Another book-on-a-stand triggered quest, this one yields a LOT
of high-priced items(none unique though) that's sure to catch your
attention. You fight the Warrior of Blood, along with his own band of
minions just before you locate the stairway to the next level. The trick
is not to enter his room. Lure one knight at a time to chase you, and
you'll be fine.
*townsfolk's comments:
Odgen - I am afraid that I haven't heard anything about such a vicious
warrior, good master. I hope that you do not have to fight him,
for he sounds extremely dangerous.
Griswold - Dark and wicked legends surround the Warlord of Blood. Be
well prepared, my friend, for he shows no mercy or quarter.
Cain - I know of only one legend that speaks of such a warrior as you
describe. His story is found within the ancient chronicles of
the Sin War---stained by a thousand years of war, blood and death,
the Warlord of Blood stands upon a mountain of his tattered
victims. His dark blade screams a black curse to the living;
a tortured invitation to any who whould stand before this executioner
of hell. It is also written that although he was once a mortal
who fought beside the legion of darkness during the Sin War,
he lost his humanity to his insatiable hunger for blood.
Pepin - Cain would be able to tell you much more about something like
this than I would ever wish to know.
Gillian - If you are to battle such a fierce opponent, may light be
your guide and your defender. I will keep you on my thoughts.
Wirt - I haven't ever dealt with this warlord you speak of, but he sounds
like he's going through a lot of swords. Wouldn't mind supplying
his armies...
Adria - His prowess with the blade is awesome, and he has lived for
thousands of years knowing only warfare. I am sorry...I can
not see if you will defeat him.
Farnham - Always you gotta talk about blood? What about flowers, and
sunshine, and that pretty girl that brings the drinks. Listen
here, friend...you're obsessive, you know that?
Lachdanan
Just when you've readied your best weapons, you find out this guy's
on your side, and needs your help. He begs of you to find a golden elixir
which is the only thing that could finally put him to rest (poor guy)
This elixir is found on the next level so you have to remember where
he was standing so you could come back up for him. He'll reward you with
one of these, "VEIL OF STEEL" and "GOTTERDAMERUNG" Both are helms and
both are worth trying.
*townsfolk's comments:
Odgen - You speak of a brave warrior long dead! I'll have no such talk
of speaking with departed souls in my inn yard, thank you very
much!
Griswold - If it is actually Lachdanan that you have met, then I would
advise that you aid him. I dealt with him on several occasions
and found him to be honest and loyal in nature. The curse
that fell upon the followers of King Leoric would fall especially
hard upon him.
Cain - You claim to have spoken with Lachdanan? He was a great hero
during his life. Lachdanan was an honorable and just man who
served his king faithfully for years. But of course, you already
know that. Of those who were caught within the grasp of the king's
curse, Lachdanan would be the least likely to submit to thedarkness
without a fight, so I suppose that your story could be true.
If I were in your place, my friend, I would find a way to release
him from his torture.
Pepin - A golden elixir, you say. I have never concocted a potion of
that color before, so I can't tell you how it would effect you
if you were to try to drink it. As your healer, I strongly
advise that should you find such an elixir, do as Lachdanan
asks and do not try to use it.
Gillian - I've never heard of a Lachdanan before. I'm sorry, but I don't
think that I can be of much help to you.
Wirt - Wait, let me guess. Cain was swallowed up in a gigantic fissure
that opened beneath him, he was incinerated in a ball of hellfire,
and can't answer your questions anymore. Oh, that isn't what
happened? Then I guess you'll be buying something or you'll be
on your way.
Adria - You may meet people who are trapped within the labyrinth, such
as Lachdanan. I sense in him honor and great guilt. Aid him,
and you aid all of Tristram.
Farnham - Lachdanan is dead. Everybody knows that, and you can't fool
me into thinking any other way. You can't talk to the dead,
I know!
Archbishop Lazarus (always included)
This time an item---a "Vile Staff" that rests on a stand triggers
your quest. Well, not exactly. You still have to present this staff to
Cain who'll identify it by saying it belongs to the Archbishop himself.
When you get back to the level where you found it, walk along to find
a red portal that leads to his corruptness' lair. Exit through the only
door you see, fighting your way through succubuses. You can go either
to the left or to the right, they contain the same problems. Just ignore
the jailed witches for a while, continue fighting, and when all's over,
stand on that grey circle and read the book on the stand beside it. You'll
be taken inside the room with the witches but this time the bars are lowered.
fight your way through them, go to the other side of the lair and do
just the same. When both sides are cleaned up, go back to where you
started and step on the grey circle. No book-on-a-stand to read this
time, you are instantly teleported beyond the wall---where Lazarus is.
Accompanying him are the unique succubuses, Red Vex and Black Jade
(boy, I'm starting to like this guy) and a multitude of succubuses
(oh yeah baby) along with fellow mages (yuck!) After he finishes talking
you can commence with the fight. I'd rather stay in the middle and
honorably fight them all at the same time, but I'd suggest, for beginners,
running away even before he finishes his speech. That way you can, one
by one, lure the witches, and the mages, and the uniques, into their
deaths. Deal with the playboy himself just as you did with Zhar (if
you faced him) and you're on your merry way to the Dark Lord.
*townsfolk's comments:
Odgen - Lazarus was the archbishop who led many of the townspeople into
the labyrinth. I lost many good friends that day, and Lazarus
never returned. I suppose he was killed along with most of the
others. If you would do me a favor, good master, please do not
talk to Farnham about that day.
Griswold - I was there when Lazarus led us into the labyrinth. He spoke
of holy retribution, but when we started fighting those hellspawn,
he did not so much as lift his mace against them. He just
ran deper into the dim, endless chambers that were filled
with the servants of darkness!
Cain - You must hurry and rescue Albrecht from the hands of Lazarus!
The prince and the people of this kingdom are counting on you...
Pepin - I was shocked when I heard of what the townspeople were planning
to do that night. I thought that of all people, Lazarus would
have had more sense than that. He was an archbishop, and always
seemed to care so much for the townsfolk of Tristram. So many
were injured, I could not save them all...
Gillian - I remember Lazarus as being a very kind and giving man. He
spoke at my mother's funeral, and was supportive of my grandmother
and myself in a very troubled time. I pray every night that
somehow, he is still alive and safe.
Wirt - Yes, the righteous Lazarus, who was sooo effective against those
monsters down there. Didn't help save my leg, did it? Look, I'll
give you a free piece of advice. Ask Farnham, he was there.
Adria - I did not know this Lazarus of whom you speak, but I do sense
a great comflict within his being. He poses a great danger,
and will stop at nothing to serve the powers of darkness which
have claimed him as theirs.
Farnham - They stab, then bite, then they're all around you. Liar! Liar!
They're all dead! Dead! Do you hear me? They just keep falling
and falling... their blood spilling out all over the floor...
all his fault...
Diablo (always included)
Of course this is always included! Why'd they call the game Diablo
in the first place? After you defeat Lazarus, go back through the red
portal and notice that the pentagram near it is now red, flashing, and
opened in the middle. Go through the opening and you land in the center
of another lair---Diablo's. It's made up of four rooms, each containing
a skull lever that opens the next. First thing you do is eradicate all
who are outside these rooms. They don't come in groups and if they do,
they're only composed of two to three members and that only happens if
you don't walk slowly and lure more than one at a time. One of the rooms
is already opened so you'll have to clear that too. Once everything's
quiet, it's time to turn on the noise again: Click on the next lever
to open the next room, eradicate all that moves, repeat the process for
the third room, create a town portal (by this time you must already know
what that is) to go back, prepare all you want, and get ready to face
the final challenge, er, challenges. Two skull levers are to be clicked
in order to open the last room. Both these levers are in the third room
so no sweat. Go to the last room, walking around it, one by one luring
knights ang mages alike to their deaths, and finally barging in to kill
the big red machine (no, not KANE!) inside. Don't forget to save the game
at the moment you killed him to maximize the number of experience points
you'll carry with you to your next adventure.
what Cain say's about this quest: (not required to acivate it)
Your story is quite grim, my friend. Lazarus will surely burn
in hell for his horrific deed. The boy that you describe is not our
prince! But I believe that Albrecht may yet be in danger. The symbol
of power that you speak must be a portal---to the very heart of the
labyrinth. Know this, my friend---the evil that you move against is
the dark Lord of Terror. He is known to mortal men, as Diablo. It was
he who was imprisoned within the labyrinth many centuries ago and I
fear that he seeks to once again sow chaos in the realm of mankind.
You must venture through the portal and destroy Diablo, before it is
too late...
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
* for the rest of the item sections I won't be including much strategies
because that's what the game is all about---building your OWN strategy
and relying on the items of YOUR choice.
_ _ ____ ____ ____ __ ___ ____ ___
( \/ )(_ _)(_ _) ( _ \ /__\ / __)(_ _) / __)
\ / _)(_ _)(_ ) _ < /(__)\ \__ \ _)(_ ( (__
\/ (____)(____)() (____/(__)(__)(___/(____) \___)
____ ____ ____ __ __ ___
(_ _)(_ _)( ___)( \/ )/ __)
_)(_ )( )__) ) ( \__ \
(____) (__) (____)(_/\/\_)(___/
* These are found on the descriptions of the magic weapons (written in
blue) There are two kinds: One that appears before the weapon's basic
name and the other that appears after. They say what special ability
that weapon has so here is a list:
descriptions that come before the actual name:
Amber - +16-20% resist all
Angel's - +1 spell level to all
Arch-Angel's - +2 spell level to all
Awesome - +131-150% armor
Azure - +21-30% resist lightning
Bent - -50-75% damage
Blessed - +91-110% armor
Blue - +10-20% resist lightning
Bountifull - charges tripled
Brass - -1-5% to hit
Bronze - +1-5% to hit
Brutal - +81-95% damage
Burgundy - +31-40% resist fire
Champion's - +126-150% damage ;
+51-75% to hit
Clumsy - -50-75% damage ;
-1-5% to hit
Cobalt - +41-50% resist lightning
Crimson - +21-40% resist fire
Crystal - +41-50% resist magic
Deadly - +36-50% damage
Diamond - +51-60% resist magic
Dragon's - +51-60 mana
Drake's - +41-50 mana
Dull - -25-45% damage ;
-4-5% to hit
Emerald - +41-50% resisr all
Fine - +20-30% armor
Frog's - -1-10 mana
Garnet - +41-50% resist fire
Glorious - +71-90% armor
Godly - +171-200% armor
Gold - +20-30% to hit
Grand - +41-55% damage
Heavy - +51-65% damage
Holy - +151-170% armor
Hyena's - -11-25 mana
Hydra's - +81-100 mana
Iron - +6-10% to hit
Ivory - +31-40% resist magic
Jade - +21-30% resist all
Jagged - +20-35% damage
King's - +151-175% damage
+76-100% to hit
Knight's - +96-110% damage
+31-40% to hit
Lapis - +31-40% resist lightning
Lord's - +81-95% damage
+21-30% to hit
Massive - +96-110% damage
Master's - +111-125% damage
+41-50% to hit
Mithril - +41-60% to hit
Merciless - +151-175% damage
Meteoric - +61-80% to hit
Obsidian - +31-40% resist all
Pearl - +21-30% resist magic
Platinum - +31-40% to hit
Plentiful - charges doubled
Raven's - +16-20 mana
Red - +10-20% resist fire
Ruby - +51-60% resist fire
Rusted - -25-50% armor
Ruthless - +125-150% damage
Saintly - +111-130% armor
Sapphire - +51-60% resist lightning
Savage - +111-125% damage
Serpent's - +30-40 mana
Sharp - +20-35% damage
+1-5 to hit
Silver - +16-20 to hit
Snake's - +21-30 mana
Soldier's - +66-80% damage
+16-20% to hit
Spider's - +10-15 mana
Steel - +11-15 to hit
Strong - +31-40% armor
Strange - +101-150% to hit
Sturdy - +20-30% armor
Tin - -6-10% to hit
Topaz - +10-15% resist all
Useless - -100% damage
Valiant - +56-70% armor
Vicious - +66-80% damage
Vulnerable - -51-100% armor
Warrior's - +51-65% damage
+11-15% to hit
Weak - -25-45% damage
Weird - +81-100% to hit
White - +10-20% resist magic
Wyrm - +61-80 mana
descriptions that come after the actual name:
(starts with "...of..." or "...of the...")
Absorption - -3 damage from enemies
Accuracy - +11-15 dexterity
Ages - indestructible
Atrophy - -1-5 dexterity
Balance - fast recovery
Bashing - 8-24 damage to armor
Bat - steals 3% mana
Bear - knocks target back
Blocking - fast block
Blood - steals 6% life
Brilliance - +11-15 magic
Brittleness - -26-75% durability
Burning - 1-16 fire damage
Carnage - +13-16 damage
Corruption - mana=0
Craftsmanship - +51-100% durability
Crusaders - damage of this attack
+50% damage of last one
Dark - -40% light radius
Dexterity - +1-5 dexterity
Disease - -1-5 vitality
Dyslexia - -1-5 magic
Eagle - +21-30 hit points
Fire - +1-6 fire arrow damage
Flame - +1-3 fire arrow damage
Fool - -6-0/+1-10 magic
Fox - +10-15 hit points
Fragility - durability=1
Frailty - -6-10 strength
Giant - +16-20 strength
Gore - +9-12 damage
Harmony - fastest hit recovery
Haste - fastest attack
Health - -1 damage from enemies
Heavens - +12-15 all stats
Illness - -6-10 vitality
Jackal - -1-10 hit points
Jaguar - +16-20 hit points
Leech - steals 3% life
Life - -4 damage from enemies
Light - +20% light radius
Lightning - +1-10 lightning arrow
damage
Lion - +51-60 hit points
Magic - +1-5 magic
Maiming - +3-5 damage
Mammoth - +61-80 hit points
Many - +100% arrow durability
Might - +6-10 strength
Mind - +6-10 magic
Moon - +4-7 all stats
Night - -20% light radius
Pain - +2-4 damage from enemies
Paralysis - -6-10 dexterity
Perfection - +21-30 dexterity
Piercing - 2-6 damage to armor
Pit - -1-5 all stats
Plenty - +200% arrow durability
Power - +11-15 strength
Precision - +16-20 dexterity
Protection - -2 damage from enemies
Puncturing - 4-12 damage to armor
Quality - +1-2 damage
Radiance - +40% light radius
Readiness - fast attack
Shock - +1-6 lightning arrow
damage
Skill - +6-10 dexterity
Sky - +1-3 all stats
Slaughter - +17-20 damage
Slaying - +6-8 damage
Sorcery - +16-20 magic
Speed - fastest attack
Stability - faster hit recovery
Stars - +8-11 all stats
Structure - +101-200% durability
Sturdiness - +26-50% durability
Strength - +1-5 strength
Spikes - 1-10 damage to
attacking enemy
Swiftness - faster attack
Tears - +1 damage from enemies
Thieves - -1/2 trap damage
Thorns - 1-6 damage to
attacking enemy
Thunder - +1-20 lightning damage
Tiger - +50 hit points
Titans - +21-30 strength
Trouble - -10 all stats
Vampire - steals 6% mana
Vigor - +16-20 vitality
Vileness - enemy stops healing
Vim - +11-15 vitality
Vitality - +1-5 vitality
Vulture - -11-25 hit points
Weakness - -1-5 strength
Whale - +81-100 hit points
Wizardry - +21-30 magic
Wolf - +30-40 hit points
Zest - +6-10 vitality
Zodiac - +16-20 all stats
* As the name suggests, there is only one set of items of this kind and
they cannot be found twice in a single game. It's quite hard to get all
of them, as they can never be bought, only chanced upon while fighting
your way through the labyrinth or by completing certain quests. They
can, however, be sold.
* legend:
Reqment -requirement
Hand -handed
Dam -damage
HP -hit points
MN -mana
AS -all stats
LR -light radius
R -resist
fr -from
fir -fire
lng -lightning
inf -infinite
SL -spell level
SC -spell cost
* you may be wondering why the "Grandfather" sword (mentioned above) has
"One-handed" included in its traits. What's so special about it being
one-handed? Almost every sword is one-handed! Well, the fact that this
unique item takes on the basic form of a "Great Sword" (dam:10-20 ;
durability: 100) it should also be two-handed like any other "Great
Sword", but is not. This sword, on my opinion, is the best weapon,
and probably item, in the game. (not to mention the highest-priced
unique item; 29,950 gold whereas no other unique item even reached
the price of 20,000)
* Ah, yes...the "Messerschmidt's Reaver"---with the word DAMAGE written
all over it. You'll definitely agree this baby's worth the low defense
that comes with it (cause, like other axes, it's two-handed; you can't
use it with a shield) That is, IF you're absolutely sure you'll be
engaging in hand-to-hand combat. Otherwise, you'll need the shield---
still, it's YOUR choice!
* If you choose to rely on bows, which generally do a lot less damage
than any other type of weapon in the game, you'll need one that's
equiped with an ability to increase its damage by a large percent.
You'll also need a bow that knocks your target back since if they
get close, you'll be hopelessly defenseless. Lastly, you'll need a
bow that increases your strength, as this also means increase in
damage. The "Windforce" just does all that.
* Nuthin like a good 'ol Golem by your side, chanting your opponent's
name right after saying the word, "maul" The other staves may give
you a more damaging spell with higher number of charges, but what if
you venture into a level where ALL of the inhabitants are immune to
it? There's no immunity to a Golem since he does physical, not magical,
damage. The only problem is if a single monster is so strong your
Golem isn't enough. But of course you can arrange that. You'll just
have to "help him help you". (now, where did I hear that? hmmm...)
* It's clear in this category that the "Stormshield" outranks the rest.
Having an armor class of 40 is enough to make it number 1 among the
shields. What more with an increase to strength! And who cares if
it makes the opponent do more damage? They can't inflict it anyway
because of this shield's fast block ability.
* The "Demonspike Coat" has the unique armor class of 100 while the next
best value is 75 (and as low as 49 among the uniques) It definitely
is the best among the unique armors, but I'd rather have a Godly Plate
of whatever since a 75 armor class increased by 200% yields 150, a
lot more than the 100 the Demonspike Coat boats about.
* Would you choose to proudly walk in the dark, as you would wearing
a "Veil of Steel"? or to humbly walk in the light, as is the case of
a "Lightforge"? Either way, both must have been second only to the
"Gotterdamerung" if not for its "resistance to all = 0". That's a big,
big, disadvantage and I don't think it's worth the large plus to all
the attributes.
* These items were made for the sole reason of adorning one's body. They
look cute but there are tons of better, non-unique rings and amulets
out there that can prove to be more usefull. Again, it's your choice,
therefore it's up to you to find a suitable bargain for these if you
come across them in the labyrinth.
* Sadly, I can only put a few items on this section. I'm sure I just forgot
the rest, as I am just writing this whole faq (except for the charts)
from memory. Please email me on things you think should be included in
this section.
1) Potion of Healing
A faint red liquid that's contained in a somewhat cylindrical
bottle. Restores part of your health and does it at random values. You
can have anywhere from 1 hit point to all your health EXCEPT one hit
point restored. Costs 50 gold.
2) Potion of Full Healing
A bright red liquid that's contained in a somewhat pot-shaped
bottle. Restores 100% of your health, no matter how many hit points
it's composed of. Costs 150 gold and on my opinion is better than
to risk losing a fight when you buy a potion of healing, use it when
you really need it, and suddenly find out it just restored a hit
point and nothing more.
3) Potion of Mana
A faint blue liquid that's contained in a somewhat cylindrical
bottle. Has basically the same effect as that of the potion of healing
except that it affects not your health but your mana. Also costs 50
gold.
4) Potion of Full Mana
A bright red liquid that's contained in a somewhat pot-shaped
bottle. You probably have an idea of what this does just by reading
the other three. If not, well it restores all your mana and costs
150 gold.
5) Potion of Rejuvenation
A faint yellow liquid contained in a somewhat canteen-shaped
bottle. Has the combined effects of a potion of healing and potion
of mana. It may be random in restoring your health and your mana, you
can be sure that whatever value it used to raise the amout of health
you have will always be the same to the corresponding increase in
mana. Costs 150 gold---definitely a no-no. Buying a full potion
of whatever it is you need the most is simply a better idea.
6) Potion of Full Rejuvenation
A bright yellow liquid contained in a somewhat flask-shaped
bottle. Has the combined effects of a potion of full healing and a
potion of full mana. Just think of it: you'll be filling up two meters,
namely, your health and mana, but are paying for four full potions of
either of them! Now, why should you waste a good 300 bucks just for
the convenience of restoring everything in one tap of a button.?
7) Elixir of Strength
A whitish liquid contained in a somewhat pot-shaped bottle. It
increases your strength by one and is very useful for the warriors.
Elixirs, in general, can only be available after you've reached level
20. They all cost 5000 gold.
8) Elixir of Dexterity
A black liquid contained in a somewhat canteen-shaped bottle.
Increases your dexterity by one and is very useful for rogues.
9) Elixir of Magic
An orange liquid contained in a somewhat pot-shaped bottle. It
increases your magic by one and is very useful for sorcerors. This,
as well as the three other elixirs listed above, should not be bought
as soos as you see them. You have to wait fir the time you need them
the most before you spend on them (i.e you need just a couple of more
points to use a great weapon)
10) Elixir of Vitality
A whitish liquid contained in a somewhat cylindrical bottle.
Increases your vitality by one and your life by one or two points,
depending on your character class (only warriors will increase by
two) This elixir is a lot harder to find but really, you don't have
to spend much time looking for it. You'll need the other ones a lot
more.
* There is a total of, well, I forgot, number of spells. I really can't
judge because there are different types, mainly:
1) Skills unique to each character class: (these types of spells are
called skills because whoever can do them has mastered the art and
therefore do not need any mana as a casting cost)
a) Item Repair - unique to the warrior class, this skill enables you
to restore the durability of any item, at the expense
of the maximum durability it had when it was brand
new. Only recommended on items with a ready replacement.
Otherwise, spend a little and let the master blacksmith
do the work for you.
b) Trap Disarm - unique to the rogue class, this skill enables you
to disable any booby traps that come with opening
doors, chest, and the like. You don't have to use
it all the time, cause as a rogue you can detect
which door or chest is booby trapped.
c) Staff Recharge - unique to the sorceror class, this skill enables
you to restore the number of charges a staff has
yet, like the warrior, at the expense of the maximum
number of charges the staff could hold when it
was brand new. Also only recommended on staffs
with a ready replacement. Otherwise, spend a little
and let the powerful witch do the work for you.
2) Multiplayer spells: (these can only be done in multiplayer mode since
they need another player as a target)
a) Heal Other - restores the health of any player you choose. Increases
in number of hitpoints restored and decreases in casting
cost as you read more books on this spell.
b) Resurrect - what else but bring back to life a player who has already
been killed. Make it a rule to carry at least two of
these whenever you play in multiplayer
3) Staff and Scroll only spells: (these spells are too powerful to learned
just by reading a book on it once; they are also too useful to be
further upgraded so they come in their weakest form)
a) Apocalypse - THE most powerful spell in the game, it affects your
every foe and does great damage at that. There is also
no single immunity to it because, I think, it's a
combination of fire and magic. Besides, this is Diablo's
own skill so isn't it supposed to be more powerful than
any of his minions? Oh, I forgot to tell what it does.
Well, basically, it just creates big, sudden bursts
of flame wherever enemies are located.
b) Nova - Another very powerful spell, this one creates a circle of
electricity around you that increases in diameter by the
moment. In effect, all your enemies, except those behind
walls, are hit and is damaged hard by this spell.
c) Identify - It's not that powerful, (actually, there is NO power
involved whatsoever in this spell) but is still too
useful to be set free from the limits of staves and
scrolls. It identifies unidentified items (again, of
course, what else?) not for a hundred bucks but for
mana.
d) Infravision - Another powerless yet extremely useful spell that
allows you to see through walls and therefore be able
to estimate the kind of weapon you'll need before
you enter any room.
4) Conventional spells: (those that can come in books and are more commonly
found, used, or made available than any other type)
* arranged in order of availability: (from easiest to hardest to find)
a) Firebolt - A spell so common, sorcerors actually already have learned
it as you start from scratch. You launch a ball of fire
(shouldn't this be called a "Fireball"? you'll see why...)
and it hits the opponent, doing very little damage even
if your enemy has no resistance at all to fire.
b) Charged Bolt - Just the same as the firebolt in terms of availability
and uselessness, but this time three puny shards
of slow-traveling electricity are launched and split
up in different directions.
c) Holy Bolt - Notice the pattern with the bolts? This one's even
worse. It does just about as little damage as the other
two but this time you can only hurt the undead. I'm
not that sure what is under the category of undead,
but the skeletons are definitely members of this. There
is a bright side to this spell, however, as it is one
of the few that can hurt the Dark Lord of Terror himself.
Still, I don't like it that much.
d) Healing - Self-explanatory. Your health is restored, what more is
there to it? It consumes less amount of mana than the
number of hit points it restores so use it when you happen
to have enough time to run from your enemies and cast
this spell in private. Otherwise, resort to the potion
of full healing which is a must in your belt.
e) Inferno - Consider yourself a fire-breathing dragon when you cast
this spell. You do know how dragon's breathe fire, don't
you? Well, that's just like how you're gonna toast your
opponents---via a slow, straight-forward, burst of flame.
f) Firewall - Obviously, this spell creates a wall of fire in front
of its caster. The wall lasts longer and gets hotter
each time you read another book on it. A good strategy
would be to cast this when you open a door to a room
filled with monsters and wait outside. Every enemy that
comes out to play will have deminished health and therefore
greater chances of losing against you. Another good
use for this spell is against gruops of enemies with
projectiles. They usually form a horizontal line in front
of you and hurl their weapons/spells. Cast the firewall
spell rightaway and watch them roast. I most certainly
recommend trying your best to find books on this spell
if you want to finish the game.
g) Telekinesis - No, you cannot move items to another place, you can
just do one of two things: If you cast this spell
on an inanimate object, the effect would be the same
as if you pressed [] on it (i.e. weapons get picked
up, doors get opened, etc.) OR, if you cast this
on an opponent, he will be pushed back.
h) Lightning - Well, not really. Clouds don't suddenly form and lightning
strikes. You just shoot forth a beam of electricity,
that's all.
i) Town Portal - It's a very useful spell, this Town Portal. In case
didn't get it, this spell opens a portal that takes
you back to the town. Sure, you can try the long way
(through the stairs of each floor) but isn't that
just plain tiring? You could get books on this, but
maybe not for now. You don't need it that much since
you'll always come across scrolls of town portal
which does just the same thing.
j) Flash - Very powerful but I haven't mastered the art of using this
spell effectively yet because I really do not rely on it.
Maybe you shouldn't too. It's a blast of white energy that
surrounds you and hits all monsters that are close enough.
k) Stone Curse - Useful but only on level bosses and unique opponents
and only if you fight them alone. It turns an enemy
of your choice into stone, but only for a limited
amount of time. It consumes so much mana casting it
on several opponents will prove to be quite futile
as some of them will recover before you even hit them
once.
l) Phasing - Whoever casts this spell is teleported to a random place,
usually beyond the nearest wall.
m) Mana Shield - This spell is timed and in its duration, getting
hit will decrease your mana, not your health. Useful
for sorcerors who have a lot more mana than health.
If you lose all your mana the spell also ends.
n) Elemental - First read the description of the Fireball spell. Finished?
Well, this spell does just the same, except for the
fact that you launch a human flame that looks for the
enemy and runs for him. May look cool, may look corny,
I really can't decide. It costs much more than the
Fireball, but that's because it's homing. I'd rather
use my own targeting skills though.
o) Flame Wave - Imagine an advancing Firewall, and the picture you
get is actually that of a Flame Wave. These babies
are especially useful whenever you're walking on a
seemingly endless corridor.
p) Fireball - Ahh, yes...the real Mccoy. Makes your firebolt seem
like spark. You launch a ball of fire which basically
looks the same as your firebolt, but when it connects,
BOOM! Your enemy is a mess. It can even take out a group
of monsters as long as they're more or less in the same
vicinity.
q) Chain Lightning - Imagine multiple Lightning spells cast in different
directions, and the picture you get is actually
that of a Chain Lightning. It causes much more
damage than the Nove spell, but is obviously less
accurate.
r) Guardian - Cool. very cool. You make the ground crack and from that
crack manifests a three headed dragon that spits firebolts
on anyone who dares come close. When I said cool, I meant
cool-looking. It cannot do much damage since it launches
Firebolts, remember?
s) Teleport - Whoever uses this spell, unlike the Phasing, is teleported
to a place of his choice. Of course, that choice is
within the screen because you still have to select it.
On my opinion, it takes too much mana for a simple
effect.
t) Golem - Nuthin like a good 'ol Golem by your side, chanting your
opponent's name right after saying the word, "maul" There's
no immunity to a Golem since he does physical, not magical,
damage. The only problem is if a single monster is so strong
your Golem isn't enough. But of course you can arrange that.
You'll just have to "help him help you". (now, where did
I hear that? hmmm...) Did I just say that whole paragraph
somewhere in this faq? By the way, a golem is a mindless,
stone creature.
u) Bone Spirit - Consumes some of your health as part of its casting
cost. It's a homing ghost that takes one-third of
your opponent's current life, so, contrary to popular
(and previously my own) belief, three of these is NOT
enough to kill anyone, especially those who resist
or are immune to magic.
v) Blood Star - This looks just like what the succubuses offer you
when you meet them---a red ball of pure magical
energy. Will, like the Bone Spirit spell, hurt and
kill only those who do not resist magic and again
like the said spell, will consume part of your health
as a casting cost.
* These areas of worship come your way throughout the whole game. All
you have to do is press [] on them and they'll give you something in
return. Be warned, though: not all the time you'll like what they'll
give. They have different names, different things to say, and therefore
different corresponding effects.
______________________________________________________________________
Name_________|_Message___________________|_Effect____________________|
| | |
Abandoned | The hands of men may be | +2 Dexterity |
| guided by fate | |
| | |
Creepy | Strength is bolstered by | +2 Strength |
| heavenly faith | |
| | |
Cryptic | Arcane power brings | restores mana , one free |
| destruction | Nova spell |
| | |
Divine | Drink and be refreshed | two free full potions, |
| | restores health and mana |
| | |
Eerie | Knowledge and wisdom at | +2 Magic |
| cost of self | |
| | |
Eldritch | Crimson and azure become | all health and mana |
| as the sun | potions in your inventory |
| | become rejuvenation |
| | |
Enchanted | Magic is not always what | -1 SL to one spell, +1 SL |
| it seems to be | to the rest |
| | |
Fascinating | Intensity comes at the | +1 SL to Firebolt spell, |
| cost of wisdom | -10% max mana |
| | |
Glimmering | Mysteries revealed in the | indentifies all items |
| light of reason | |
| | |
Gloomy | Those who defend seldom | +2 armor to all items |
| attack | that apply, -1 max damage |
| | to all weapons |
| | |
Hidden | New strength is forged | -10 dur to one item, +10 |
| through destruction | to the rest |
| | |
Holy | Wherever you go there you | free phasing spell |
| are | |
| | |
Imposing | A surge of blood | moves 25% of mana to |
| interrupts your thoughts | health |
| | |
Magical | While the spirit is | one free Mana Shield |
| vigilant the body thrives | spell |
| | |
Mysterious | Some are weakened as one | +5 to any stat, -1 from |
| grows strong | the rest |
| | |
Mystic | Your skills increase, but | +700 experience points, |
| at a price | lose all gold but 1 |
| | |
Orante | Salvation comes at the | +1 SL to Holy Bolt spell, |
| cost of wisdom | -10% max mana |
| | |
Quiet | The essence of life flows | +2 Vitality |
| from within | |
| | |
Religious | Time cannot deminish the | repairs all items |
| power of steel | |
| | |
Sacred | Energy comes at the cost | +2 SL to Charged Bolt |
| of wisdom | spell, -10% max mana |
| | |
Secluded | The way is cleared when | completes automap for the |
| viewed from above | level you are in |
| | |
Spiritual | Riches abound when least | all empty inventory boxes |
| expected | are filled with random |
| | amounts of gold |
| | |
Spooky | When avarice fails, | restores health and mana |
| patience gains reward | of all other players |
| | |
Stone | The power of mana | recharges all staves |
| refocused renews | |
| | |
Supernatural | You hear a strange cry | monsters will do more |
| from a distance | damage but will have |
| | lessened HP |
| | |
Tainted | Those who are last may | random shrine effect on |
| yet be first | another randomly chosen |
| | player |
| | |
Thaumaturgic | What once was opened now | all chests are randomly |
| is closed | filled with new items |
| | |
Traditional | There's no place like | free town portal spell |
| home | |
| | |
Weird | The sword of justice is | +1 max damage to all |
| swift and sharp | weapons |
| | |
----------------------------------------------------------------------
* notes: what to do before you access these shrines
Cryptic - lure enemies near it
Eldritch - go back to town and spend all you want on full potions
Gloomy - drop all your weapons
Imposing - restore full mana
Magical - restore full mana
Mystic - unequip all your gold
Spiritual - empty your inventory
Thaumaturgic - open all chests and collect all treasures for the level
* Other, shrine-like areas:
1) Goat Shrines - does a random shrine effect. To find out what, you'll
just have to rely on what it has to say. These shrines
are found in the middle part of the game
2) Cauldrons - does a random shrine effect and just like the goat
shrine, you can only find out what it did by reading
its quote
3) Blood Fountains - restores one hit point everytime you press [] on it.
The number of times you can press [] on it is infinite.
4) Fountains of Tears - +1 to one stat and -1 to another
5) Murky Pools - one free Infravision spell
6) Purifying Springs - restores one mana everytime you press [] on it.
The number of times you can press [] on it is
infinite.
* I remember a shrine that says "There's no place like home" and the
effect is one free Town Portal spell but I forgot the name of the shrine.
I also remember coming across a Supernatural shrine that says, "You
hear a strange cry from a distance." But I forgot the effect. Sorry
bout these.
Since the beginning, the forces of light and darkness have engaged
in an eternal war: The Great Conflict, whose victor will rise from the
apocalyptic ashes to hold sway over all creation. To ths end, the angels
of the high heavens adhere to strict militaristic disciplines. Seraphim
warrioirs strike at the enemies of light with swords imbued with righteous
wrath and justice. The angels believe that only absolute discipline can
properly restore order to the myriad realms, while the demonic denizens
of the burning hells hold that absolute chaos is the true nature of all
things.
The battles of the Great Conflict rage across both time and space
often infringing upon the very fabric of reality itself. From the Crystal
Arch at the very heart of the high heavens to the arcane Hellforge of
the underworld, the warriors of these eternal realms journey to wherever
their timeless conflict carries them. The legendary deeds of the heroes
of the realms beyond elicit both veneration and insight.
The greatest of these heroes was Izual, lieutenant to the arch-angel
Tyrael and bearer of the angelic runeblade Azurewrath. He once led a fierce
attack upon the Hellforge as the creation of the dark demonblade Shadowfang
was nearing completion. His quest was to destroy both wielder and weapon---
a charge that he was destined never to complete. Izual was overcome by
the legions of chaos and, tragically, was lost to the Darkness. His fate
stands as testament to the fact that Angels and Demons alike shall fearlessly
enter into any domain---so long as their hated enemies dwell within.
Although the Great Conflict burned hotter and longer than any of
the stars in the sky, neither side could gain dominion over the other
for long. Both factions sought some way to turn the tides of the war to
their favor. With the ascension of man and his mortal realm, the Great
Conflict ground to a mysterious halt. Both armies paused in a breathless
stalemate, waiting to see to whose side man would eventually turn.
Mortals had the unique ability to choose between darkness and light,
and it was held that this would be the deciding factor in the outcome
of the Great Conflict. Thus, the agents of the nether-realms descended
to the mortal realm to vie for the favor of man...
2. The Sin War -
The coming of the Great Conflict to the mortal realm is known as
the Sin War. Angels and demons, disguising themselves while traveling
amongst men, attempted to secretly lure mortals to their respective causes.
Over time, the forces of darkness discovered that mortals responded much
more to brute force than to subtle coercion, and so began to terrorize
man into submission. The angels fought to defend humanity against this
demonic oppression, but all too often their austere methods and severe
punishments succeeded only in alienating those whom they sought to protect.
The violent battles of the Sin War occurred often, but they were
seldom witnessed by the prying eyes of man. Only a few "enlightened"
souls were aware of the supernatural beings that walked amongst the huddled
masses of humanity. Powerful mortals arose and accepted the challenge
of the Sin War, allying themselves with both sides in the Great Conflict.
The legendary deeds of these great mortal warriors served to earn both
the respect and hatred of the netherworlds. Although lesser demons kneeled
before those possessing power and strength, they also cursed the very
existence of mortal man. Many of these fiends believed that the deadlock
brought about by the emergence of Man was a perverse offense to their
"higher" role in the great scheme of things.
This jealousy of man led to harsh, atrocious acts of violence by
the demons against the mortal realm. Some men learned of this deep hatred
and used it against the denizens of the underworld. One such mortal,
Horazon the Summoner, delighted in summoning demons and then breaking
them to his will. Horazon, along with his brother Bartuc, were members
of the Eastern mage clan known as the Vizjerei. This mystic clan studied
the ways of demons and had catalogued their lore for generations. Empowered
by this knowledge, Horazon was able to take the work of the Vizjerei and
pervert it for his demented purposes. The denizens of hell sought revenge
against this bold mortal, but Horazon managed to keep himself well protected
within his arcane sanctuary.
Bartuc, the brother of Horazon, was eventually lured to the side
of darkness. He was granted exceptional strength and longevity, and fought
alongside the legions of hell against the cursed Vizjerei, and eventually
his own brother during the Sin War. Although Bartuc was renowned amongst
the warriors of many realms, his dominance in battle came with a terrible
price. An insatiable lust for mortal blood pervaded his every thought
and deed. Bartuc soon became as fond of bathing in the blood of his enemies
as he did of shedding it, and in time he came to be known only as the
Warlord of Blood.
3. The Dark Exile -
"Seven is the number of the powers of Hell, and Seven is the
number of the Great Evils."
Duriel, the Lord of Pain
Andariel, the Maiden of Anguish
Belial, the Lord of Lies
Azmodan, the Lord of Sin
These are the true names of the lesser of the great evils. For
ages uncounted each have ruled over their own domains within the burning
hells, seeking absolute dominion over their infernal brethren. As the
lesser four continuously vied for the control of those forces that dwelled
within their realms, the greater three held absolute power over the whole
of Hell. The lesser four used dark and evil measures in their quest for power,
and herein begins the legend of the Exile.
Mephisto, the Lord of Hatred
Baal, the Lord of Destruction
Diablo, the Lord of Terror
These are the prime evils of hell that wielded their power as
a dark, sovereign triumvirate. The three brothers ruled over the lesser
four by brutal force and malicious cunning. Being the eldest and strongest
of the evils, the three brothers were responsible for countless victories
against the armies of the light. Although they never held sway over the
high heavens for long, the three were justly feared by enemies and subjects
alike.
With the ascension of man and the subsequent standstill of the
Great Conflict, the three brothers began to devote their energies to the
perversion of mortal souls. The three realized that man was the key to
victory in the war against Heaven, and thus altered their rigid agendum
that they had propagated since the beginning. This change caused many
of the lesser evils to question the authority of the three, and so brought
about a great rift between the prime evils and their servitors. In their
ignorance, the lesser evils began to believe that the three were afraid
to continue the war with heaven. Frustrated by the cessation of the war,
Azmodan and Belial saw the situation as their chance to overthrow the
prime evils and take control of hell for themselves. The two demon lords
made a pact with their minor brethren, assuring them that the wretched
plague of humanity would not deter the ultimate victory of the Sons of
Hell. Azmodan and Belial devised a plan to end the stalemate, achieve
victory in the Sin War and ultimately ride the bloody crest of the Great
Conflict straight into the very arms of Armageddon. Thus, a great revolution
was set into motion as all of hell went to war against the three brothers...
The brothers fought with all of the savagery of the underworld,
and to their credit, annihilated a third of Hell's treacherous legions.
In the end, however, they were overcome by the Horned Death led by the
traitors Azmodan and Belial. The prime evils, weakened and bodiless were
banished to the mortal realm where Azmodan hoped that they would remain
trapped forever. Azmodan believed that with the three set loose upon
humanity, the angels would be forced to turn their focus upon on the
mortal plane---thus leaving the gates of heaven abandoned and defenseless.
Those few demons who still pledged allegiance to the three brothers fled
the wrath of Azmodan and Belial, escaping to the realm of man to seek out
their lost masters.
As the warfires died out upon the battlefields of hell, Azmodan
and Belial began to argue over which of them held the higher authority
The pact that they had made quickly fell to ashes as the two demon lords
took up arms against each other. The legions of hell that remained were
polarized behind either warlord, launching themselves into a bloody civil
war that has lasted to this day...
4. The Binding of the Three -
In the ancient days, before the rise of the western empires,
the dark and terrible entities known as the three evils were exiled to
the world of man. These eternal entities wandered throughout the waking
world and fed upon the lusts of men, leaving chaos and attrition in their
wake. The evils turned father against son and prompted many great nation
into brutal and petty wars. Their exile from hell left them with an insatiable
hunger to bring suffering and pain to all those who would not kneel before
them, and so the three brothers ravaged the lands of the far east for
countless centuries.
Eventually, a secretive order of mortal magi was gathered together
by the enigmatic arch-angel Tyrael. These sorcerers were to hunt the three
evils and put an end to their vicious rampage. The order, known as the
Horadrim, consisted of wizards from the diverse and numerous mage-clans
of the east. Employing disparate magical practices and disciplines, this
unlikely brotherhood succeeded in capturing two of the brothers within
powerful artifacts called Soulstones. Mephisto and Baal, trapped within
the swirling, spiritual constraints of the Soulstones, were then buried
beneath the dunes of the desolate eastern sands.
The powers of hatred and wanton destruction seemed to diminish
in the east as a nervous peace began to settle over the land. Yet, for
many decades the Horadrim continued their grim search for the third brother,
Diablo. They knew that if the Lord of Terror was left untamed, there could
never be any lasting peace within the realm of humanity.
The Horadrim followed in the wake of terror and anarchy that spread
throughout the western lands. After a great battle which claimed the lives
of many brave souls, the Lord of Terror was captured and imprisoned within
the last of the Soulstones by a group of Horadrim monks led by the initiate
Jered Cain. These monks carried the cursed stone to the land of Khanduras
and buried it within a secluded cave near the river Talsande. Above this
cave the Horadrim constructed a great monastery from which they could
continue to safeguard the Soulstone. As ages passed, the Horadrim constructed
a network of catacombs beneath the monastery to house the earthly remains
of the martyrs of their order.
Generations passed in Khanduras, and the numbers of the Horadrim
slowly dwindled. With no quests left to undertake, and too few sons to
sustain their guardianship, the once powerful order faded into obscurity.
Eventually, the great monastery that they had built fell to ruins as well.
Although villages grew and thrived around the shell of the old monastery,
no one knew of the dark, secret passageways that stretched into the cold
earth beneath it. None could have dreamed of the burning red gem that
pulsed within the labyrinth's heart...
Librarius Ex-Horadrim Book Two
1. The Lands of Khanduras -
Years after the last of the Horadrim had died, a great and prosperous
society grew in the lands of the west. As time wore on, many eastern pilgrims
settled in the lands surrounding Khanduras and soon establish small,
self contained kingdoms. A few of these kingdoms bickered with Khanduras
over holdings of property or routes of trade. These squabbles did little
to upset the lasting peace of the west, and the great northern kingdom
of Westmarch proved to be a strong ally of Khanduras as the two lands
steadily engaged in ventures of barter and commerce.
During this time, a bold, new religion of the light known as Zakarum
began to spread throughout the kingdom of Westmarch and into many of its
northern principalities. Zakarum, founded in the far east, implored followers
to enter into the light and forsake the darkness that lurked within their
souls. The people of Westmarch adopted the statues of Zakarum as their
sacred mission in the world. Westmarch began to turn towards its neighbors,
expecting them to embrace this "new beginning" as well. Tensions rose
between the kingdoms of Westmarch and Khanduras as the priests of Zakarum
began to preach their foreign dogma whether they were welcomed or not.
It was then that the great northern lord Leoric came unto the
lands of Khanduras and, in the name of Zakarum, declared himself king.
Leoric was a deeply religious man and had brought many knights and priests
with him that comprised his Order of the Light. Leoric and his trusted
advisor, the Arch Bishop Lazarus, made their way to the city of Tristram.
Leoric appropriated the ancient, decrepit monastery on the outskirts
of the town for his seat of power and renovated it to match its time-lost
glory. Although the free people of Khanduras were not pleased with being
placed under the sudden rule of a foreign king, Leoric served them with
justice and might. Eventually, the people of Khanduras grew to respect
the kind Leoric, sensing that he sought only to guide and protect them
against the oppression of darkness.
2. The Awakening -
Not long after Leoric took possession of Khanduras, a power long
asleep awakened within the dark recesses beneath the Monastery. Sensing
that freedom was within his grasp, Diablo entered the nightmares of the
arch-bishop and lured him into the dark, subterranean labyrinth. In his
terror, Lazarus raced throughout the abandoned hallways until he at last
came to the chamber of the burning soulstone. No longer in command of his
body or spirit, he raised the stone above his head and uttered words long
forgotten in the realms of mortals. His will destroyed, Lazarus shattered
the soulstone upon the ground. Diablo once again came into the world of
man. Although he was released from his imprisonment within the soulstone,
the Lord of Terror was still greatly weakened from his long sleep and
required an anchor to the world. Once he had found a mortal form to wear,
he could begin to reclaim his vastly depleted power. The great demon weighed
the souls residing in the town above, and chose to take the strongest
of them---that of King Leoric.
For many months King Leoric secretly fought the evil presence
that twisted his thoughts and emotions. Sensing that he had been possessed
by some unknown evil, Leoric hid his dark secret from his priests, hoping
that somehow his own devout righteousness would be enough to exorcise
that corruption growing inside him---he was sorely mistaken. Diablo stripped
away the core of Leoric's being, burning away all honor and virtue from
his soul. Lazarus too, had fallen under the sway of the demon, keeping
close to Leoric at all times. Lazarus worked to conceal the plans of his
new master from the Order of Light, hoping that the demon's power would
grow, well concealed amongst the servants of Zakarum.
The priests of Zakarum and the citizenry of Khanduras recognized
the disturbing change within their liege. His once proud and rugged form
became distorted and deformed. King Leoric became increasingly deranged
and ordered immediate executions of any who dared to question his methods
or authority. Leoric began to send his knights to other villages to bully
their townspeople into submission. The people of Khanduras who had once
grown to see great honor in their ruler began to call Leoric the Black
King.
Driven to the brink of madness by the Lord of Terror, King Leoric
slowly alienated his closest friends and advisors. Lachdanan, captain of
the Knights of the Order of Light and honored champion of Zakarum, tried
to discern the nature of his King's deteriorating spirit. Yet at every
turn the arch-bishop Lazarus would waylay Lachdanan and admonish him from
questioning the actions of the King. As tensions grew between the two,
Lazarus charged Lachdanan with treason against the kingdom. To the priests
and knights of Leoric's court, the prospect of Lachdanan committing treason
was ridiculous. Lachdanan's motives were honorable and just, and soon
many began question the reason of their once beloved King.
Leoric's madness was growing more obvious with each passing day.
Sensing that the advisors of the court were becoming increasingly suspicious
of foul treachery, Lazarus desperately sought to contain the eroding
situation. The arch-bishop masterfully convinced the delusional Leoric
that the kingdom of Westmarch was plotting against him, secretly planning
to dethrone him and annex Khanduras into its own lands. Leoric flew into
a rage and summoned his advisors to his side. Manipulated by the arch-bishop,
the paranoid king declared a state of war between the kingdoms of Khanduras
and Westmarch.
Leoric ignored the warnings and admonishments of his advisors
and the royal army of Khanduras was ordered to the north to engage in
a war that they did not believe in. Lachdanan was appointed by Lazarus
to lead the armies of Khanduras into Westmarch. Although Lachdanan argued
against the necessity of the coming conflict, he was honor-bound to uphold
the will of his king. Many of the high priests and officials were forced
to travel to the north as emissaries on errands of diplomatic urgency,
as well. The desperate ploy of Lazarus had succeeded in sending many of
the King's more "troublesome" advisors to their certain deaths...
3. The Darkening of Tristram -
The absence of prying advisors and inquisitive priests left Diablo
free to assume total control over the king's battered soul. As the Lord
of Terror attempted to strengthen his hold upon the maddened king, he
found that the lingering spirit of Leoric fought with him still. Although
the control over Leoric that Diablo held was formidable, the demon knew
that in his weakened state he could never take complete possession of
his soul as long as a glimmer of his will remained. The demonlord sought
a fresh and innocent host upon which to build his terror.
The demon relinquished his control over Leoric, but the king's
soul was left corrupted and his mind crazed. Diablo began to search
throughout Khanduras for the perfect vessel to act as his focus, and found
such a soul easily within his reach. Enjoined by his dark master, Lazarus
kidnapped Albrecht---the only son of Leoric---and dragged the terrified
youth down into the blackness of the labyrinth. Flooding the boy's defenseless
mind with the essence of pure terror, Diablo easily took possession of
the young Albrecht.
Pain and fire raced through the child's soul. Hideous laughter
filled his head and clouded his thoughts. Paralyzed with fear, Albrecht
felt the presence of Diablo within his mind as it seemed to push him down,
deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings
through the eyes of the young prince. A lustful hunger still tortured
the demon after his frustrating bout for control over Leoric, but the
nightmares of the boy provided ample substance to sate him. Reaching deep
into Albrecht's subconscious, Diablo ripped the greatest fears of the
child from their hiding places and gave them breath.
Albrecht watched, as if out of a dream, twisted and disfigured
forms appeared all around him. Unholy, writhing visages of terror danced
about him chanting choruses of obscenities. All of the "monsters" that
he had ever imagined or believed that he had seen in his life became flesh
and were given life before him. Large bodies comprised of living rock
erupted from the walls and bowed to their dark master. The ancient, skeletal
corpses of the Horadrim arose from archaic crypts and lumbered off into
the red washed corridors beyond. As the cacophony of madness and nightmares
hammered its final blow against Albrecht's spirit, the blood-lusted ghouls
and demons of his mind scattered and scrambled maniacally into the lengthening
passageways of his waking nightmare.
The ancient catacombs of the Horadrim had become a twisted labyrinth
of raw, focused terror. Empowered by Diablo's possession of young Albrecht,
the creatures of the boy's own imagination had gained corporeal form.
So strong was the terror that grew inside of Albrecht, that the borders
of the mortal realm began to warp and tear. The burning hell began to
seep into the world of man and take root within the labyrinth. Beings
and occurrences displaced by time and space, and long lost to the history
of man were pulled screaming into the ever-expanding domain.
The body of Albrecht, fully possessed by Diablo, began to distort
and change. The small boy grew and his eyes blazed as tendril-like spines
ripped through his flesh. Great, arched horns erupted from Albrecht's
skull as Diablo altered the form of the child to match that of his demonic
body. Deep within the recesses of the labyrinth, a growing power was being
harnessed. When the moment was right, Diablo would venture once more into
the mortal world and free his captive brothers Mephisto and Baal. The
prime evils would be reunited, and together they would reclaim their rightful
place in hell.
4. The Fall of the Black King -
The war against the zealous armies of Westmarch ended with a horrible
slaughter. With the army of Khanduras ripped to shreds by the superior
numbers and defensive positions of Westmarch, Lachdanan quickly gathered
together those who were not captured or killed and ordered a retreat back
to the safety of Khanduras. They returned to find the town of Tristram
in shambles.
King Leoric, deep within the thrones of madness, went into a rage
when he learned that his son was missing. After scouring the village with
the few guards that remained within at the monastery, Leoric had decided
that the townsfolk had abducted his son and hidden him somewhere. Although
the townsfolk denied any knowledge of Prince Albrecht's whereabouts,
Leoric insisted that they had crafted a conspiracy against him, and that
they would pay the price for such treachery.
The mysterious disappearance of the arch-bishop Lazarus left no
one in Tristram with whom the king would take council. Overcome by grief
and dementia, Leoric had many of the townsfolk executed for the crime
of high treason.
As Lachdanan and his fellow survivors returned to confront their
king, Leoric sent his few remaining guards against them. Believing that
Lachdanan was somehow part of the townsfolk's conspiracy, Leoric decreed
that he and his party were to die. Lachdanan, finally realizing that Leoric
was beyond salvation, ordered his men to defend themselves. The ensuing
battle carried them down into the very halls of the darkened monastery,
bringing a final desecration to the once holy sanctum of the Horadrim.
Lachdanan won a bittersweet victory as his men were forced to kill all
of Leoric's deceived protectors. They cornered the ravenous king within
his own sanctuary and begged him to explain the atrocities he had committed.
Leoric only spat at them and cursed them for traitors against both his
crown and the light.
Lachdanan walked slowly towards his king and sorrowfully drew
his sword. Full of grief and rage, all honor having been cast to the winds,
Lachdanan ran his blade through Leoric's shriveled, blackened heart. The
once noble king screamed an unearthly death-cry, and as his madness finally
overtook him, he brought down a curse upon those who had so betrayed him.
Calling upon the forces of darkness that he had spent his entire life
combating, Leoric condemned Lachdanan and the others to eternal damnation.
In that last, fleeting moment within the heart of the monastery, all that
was ever virtuous or honorable about the stewards of Khanduras was shattered
forever.
5. The Reign of Diablo -
The Black King lay dead, slain at the hands of his own priests
and knights. The young Prince Albrecht was still missing, and the proud
defenders of Khanduras were no more. The people of Tristram looked about
their lifeless town and were greatly dismayed. Awash in feelings of both
relief and remorse, they soon realized that their troubles had merely
begun. Strange, eerie lights appeared in the darkened windows of the monastery.
Misshapen, leathery-skinned creatures were seen venturing forth from the
shadows of the church. Horrible, wounded cries seemed to linger in the
wind, emanating from deep underground. It became apparent that something
quite unnatural had infested the once holy sight...
Travelers on the roads surrounding Tristram were accosted by cloaked
riders that seemed to now constantly roam the deserted countryside. Many
villagers fled Tristram, making their way to other towns or kingdoms,
fearing some unnamed evil that seemed to wait in the shadows all around
them. Those few chose to remain seldom ventured out at night, and never
tread foot upon the grounds of the cursed monastery. Whispered rumors
of poor, innocent people being abducted in the night by wicked, nightmarish
creatures filled the halls of the local inn. With no king, no law, and
no army left to defend them, many of the townsfolk began to fear an attack
from the things that now dwelt beneath their town.
The arch-bishop Lazarus, frayed and disheveled, returned from
his absence and assured the townsfolk that he too had been ravaged by
the growing evil of the monastery. With their desperate need for reassurance
clouding their good judgement, Lazarus whipped the townspeople into a
frenzied mob. Reminding them that Prince Albrecht was still unaccounted
for, he persuaded many of the men to follow him into the depths of the
monastery to search for the boy. They gathered torches and soon the night
air glowed with the flickering light of hope. They armed themselves with
shovels, picks and scythes and so prepared, they boldly followed the treacherous
arch-bishop straight into the fiery maw of hell itself...
The few who survived the horrible fate that awaited them returned
to Tristram and recounted what they could of the ordeal. Their wounds
were terrible, and even the skills of the healer could not save some of
them. As the stories of demons and devils spread, a stifling, primal terror
began to consume the hearts of all the town's inhabitants. It was a terror
that none of them had ever known...
Deep beneath the foundations of the ruined monastery, Diablo gorged
himself upon the fears of the mortals above him. He slowly sank back into
the welcoming shadows and began to harness his depleted power.
He smiled to himself in the sheltering darkness, for he knew that
the time of his final victory was fast approaching...
The Nature of the Soulstones
It was long ago that the enigmatic arch-angel Tyrael bestowed
upon us the secrets of the mysterious soulstones. Tyrael bequested upon
our order three of these stones so we could contain the vile essences
of the three prime evils who had been let loose upon our world. Altough
the artifacts were constructed in realms far removed from our own, we
found that they are simple to understand.
These soulstones effect only beings that are non-coporeal and
thus have no power over living, breathing creatures. When invoked, the
soulstones bring into being a spiritual vacuum. Any non-physical entities
caught within this vacuum are drawn into the burning recesses of the
soulstone and are forever trapped within. These spirits are released only
when the soulstone is deactivated or destroyed.
The power of the soulstones proved to be much more difficult to
employ when used against the great prime evils. Voraciously disposed to
possessing hapless mortals, the three brothers found that they were immune
to the effects the stones while occupying human souls. Sadly, we were
forced tp hunt down and kill the innocent victims of the prime evils so
that their demonic essences could be subject to the effects of the soulstones.
Mephisto and Diablo, once found, were easily lured into the soulstones.
The capture of their brother Baal, however, became complicated when the
soulstone that was to be his eternal prison was shattered and fragmented.
We found that while the shards still held the power to lure the demon
to them, they could not properly contain it. Tal Rasha, a fellow initiate
who has since been immortalized in Horadrim lore, theorized that a mortal
of strong will might be able to Baal within his own mortal soul. This
sacrifice meant that the essence of any mortal so chosen would be forever
tortured while locked in eternal conflict with the enthralled demon. To
this end, Tal Rasha volunteered to contain the raging Lord of Destruction.
Piercing his breast with a shard of the soulstone, Tal Rasha took
within himself the essence of Baal, the Lord of Destruction. The initiate's
body was shackled, chained, and buried deep within a tomb under the desert.
The sacrifice of Tal Rasha kept Baal imprisoned for many years now. And
Altough the demon was imprisoned without the use of a whole soulstone,
we believe that our victory mat be a hollow one. Should Tal Rasha ever
escape, he would have the formidable powers of Baal added to his own.
By ridding the world of this present evil, we may have created a nightmare
worse than that which we first sought to contain.
Quest Activators
* now, these books are found on the respective levels of the quests they
activate, read on...
1. Book of Blood (activates the quest, "Valor")
...and so, locked beyond the Gateway of Blood and past the Hall
of Fire, Valor awaits for the hero of light to awaken...
2. Mythical Book (activates the quest, "Chamber of Bone")
Beyond the Hall of Heroes lies the Chamber of Bone. Eternal death
awaits any who would seek to steal the treasures secured within this room.
So speaks the Lord of Terror, and so it is written.
3. Book of the Blind (activates the quest, "Halls of the Blind")
I can see what you see not,
Vision milky then eyes rot.
When you turn they will be gone,
Whispering their hidden song.
Then you see what cannot be,
Shadows move where light should be.
Out of darkness, out of mind,
Cast down into the halls of the blind
4. Steel Tome (activates the quest, "Warlord of Blood")
The armories of hell are home to the Warlord of Blood. In his
wake lay the mutilated bodies of thousands. Angels and man alike have
been cut down to fulfill his endless sacrifices to the dark ones who
scream for one thing---blood.
* And lastly, these messages, courtesy of Anapan (aspenth@pokemonfactory.com)
are found in the different tomes in the game. Their titles, however,
are courtesy of Patrick (GalahadPC@aol.com). Here's what the latter's
got to say bout these books:
"There are three story "cycles," as I call them, one of which will be
given to the player, randomly decided when the labyrinth is generated.
On the 4th, 8th, and 12th levels you get an installment of the chosen
cycle, which unfolds the story of Diablo from one of three perspectives."
Well, here goes (grouped in threes, of course):
1. The Great Conflict -
Take heed and bear witness to the truths that lie herein, for they
are the last legacy of the Horadrim. There is a war that rages on even
now, beyond the fields that we know - between the utopian kingdoms of the
High Heavens and the chaotic pits of the Burning Hells. This war is known
as the Great Conflict, and it has raged and burned longer than any of the
stars in the sky. Neither side ever gains sway for long as the forces of
Light and Darkness constantly vie for control over all creation.
2. The Wages of the Sin War -
Take heed and bear witness to the truths that lie herein, for they
are the last legacy of the Horadrim. When the Eternal Conflict between
the High Heavens and the Burning Hells falls upon mortal soil, it is called
the Sin War. Angels and Demons walk amongst humanity in disguise, fighting
in secret, away from the prying eyes of mortals. Some daring, powerful
mortals have even allied themselves with either side, and helped to dictate
the course of the Sin War.
3. The Tale of the Horadrim -
Take heed and bear witness to the truths that lie herein, for they
are the last legacy of the Horadrim. Nearly three hundred years ago, it
came to be known that the Three Prime Evils of the Burning Hells had mysteriously
come to our world. The Three Brothers ravaged the lands of the east for
decades, while humanity was left trembling in their wake. Our Order---the
Horadrim---was founded by a group of secretive magi to hunt down and capture
the Three Evils once and for all.
The original Horadrim captured two of the Three within powerful
artifacts known as Soulstones and buried them deep beneath the desolate
eastern sands. The third Evil escaped capture and fled to the west with
many of the Horadrim in pursuit. The Third Evil - known as Diablo, the
Lord of Terror - was eventually captured, his essence set in a Soulstone
and buried within this Labyrinth.
Be warned that the soulstone must be kept from discovery by those
not of the faith. If Diablo were to be released, he would seek a body that
is easily controlled as he would be very weak - perhaps that of an old man
or a child.
--------
4. The Dark Exile -
So it came to be that there was a great revolution within the Burning
Hells known as The Dark Exile. The Lesser Evils overthrew the Three Prime
Evils and banished their spirit forms to the mortal realm. The demons Belial
(the Lord of Lies) and Azmodan (the Lord of Sin) fought to claim rulership
of Hell during the absence of the Three Brothers. All of Hell polarized
between the factions of Belial and Azmodan while the forces of the High
Heavens continually battered upon the very Gates of Hell.
5. The Sin War -
Many demons traveled to the mortal realm in search of the Three
Brothers. These demons were followed to the mortal plane by Angels who
hunted them throughout the vast cities of the East. The Angels allied
themselves with a secretive Order of mortal magi named the Horadrim, who
quickly became adept at hunting demons. They also made many dark enemies
in the underworlds.
6. The Binding of the Three -
So it came to be that the Three Prime Evils were banished in spirit
form to the mortal realm and after sewing chaos across the East for decades,
they were hunted down by the cursed Order of the mortal Horadrim. The Horadrim
used artifacts called Soulstones to contain the essence of Mephisto, the
Lord of Hatred and his brother Baal, the Lord of Destruction. The youngest
brother - Diablo, the Lord of Terror - escaped to the west.
Eventually the Horadrim captured Diablo within a Soulstone as well,
and buried him under an ancient, forgotten Cathedral. There, the Lord of
Terror sleeps and awaits the time of his rebirth. Know ye that he will seek
a body of youth and power to possess - one that is innocent and easily
controlled. He will then arise to free his Brothers and once more fan the
flames of the Sin War...
--------
7. The Realms Beyond -
All praises to Diablo - Lord of Terror and Survivor of The Dark
Exile. When he awakened from his long slumber, my Lord and Master spoke
to me of secrets that few mortals know. He told me the kingdoms of the
High Heavens and the pits of the Burning Hells engage in an eternal war.
He revealed the powers that have brought this discord to the realms of
man. My lord has named the battle for this world and all who exist here
the Sin War.
8. Tale of the Three -
Glory and Approbation to Diablo - Lord of Terror and Leader of
the Three. My Lord spoke to me of his two Brothers, Mephisto and Baal,
who were banished to this world long ago. My Lord wishes to bide his time
and harness his awesome power so that he may free his captive brothers
from their tombs beneath the sands of the east. Once my Lord releases his
Brothers, the Sin War will once again know the fury of the Three.
9. The Black King -
Hail and Sacrifice to Diablo - Lord of Terror and Destroyer of
Souls. When I awoke my Master from his sleep, he attempted to possess a
mortal's form. Diablo attempted to claim the body of King Leoric, but my
Master was too weak from his imprisonment. My Lord required a simple and
innocent anchor to this world, and so found the boy Albrecht to be perfect
for the task. While the good King Leoric was left maddened by Diablo's
unsuccessful possession, I kidnapped his son Albrecht and brought him
before my Master. I now await Diablo's call and pray that I will be rewarded
when he at last emerges as the Lord of this world.
No matter which character you choose, you end up with the same ending.
Only your voice will change depending on your character, nothing else.
The guys there at Blizzard didn't even change the graphics. They just
created an unclear figure that can be taken as any of the three classes.
Anyway, here's the ending:
Diablo is finally crushed, his body lying helplessly on the ground. You
get a pocket knife, and carve a gem out of his forehead. Almost instantly
He turns to ashes, leaving behind the body of his host (presumably Prince
Albrecht, approx. ten years old, and son of King Leoric---see quests
section) You look at the gem, which holds Diablo's essence, and decide
to bury it---in your own forehead! You have contained his essence in your
own and that he cannot control since he is weak from centuries of sleep.
He can, however, make your life a living hell so you decide to isolate
yourself from the masses to be able to concentrate on keeping him a bay.
Prima Secrets and Level Master IV for a big, big part of my charts
Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows
of ASCII arts
RPGGodGamer@aol.com for the Traditional and Supernatural Shrine info
LordSkywalker for all the townsfolk comments (sorry I forgot your email
address, man, but thanks a HEAP!)
Anapan (aspenth@pokemonfactory.com) for the tomes in the books section
Patrick (GalahadPC@aol.com) for the names of the tomes in the books section
Patrick Soth (fearless_decoy@mindspring.com) for two great advices:
1) "I remember a minor trick involving the Gotterdamerung. When you pick
it up, do not have it identified. This way, you get the 60 armor without
the 0% resistances. It's obvious to tell if an un-ID'd helm is the gotter...
It tells you it's got 60 armor..."
2) "There's a good number of mages running around whacking thing with fireballs....
My personal picks are Naj's light plate, an arch-angel's staff of (fill
in the blank), magic/dexterity boosting rings and amulet, and a Thinking
cap. The only thing is the Cap's 1 durability is a pain. But there is a
way to get around it. The Hidden Shrines randomly add or remove 10 durability
to an item when touched, so touch one with only the cap on, and it's got
11 durability. With luck repeated shrines can add more to that...I've
had one at 41 durability. With this gear you get level 20 spells. Nasty
stuff...."
Eko Sulistyo (holmes@indosat.net.id) for info on the uniques I've missed
Joe Patton (joepatton@pdextreme.com) for some very important corrections
like those for the Bone Spirit and
Demonspike Coat
Gamefaqs.com for paying attention to this faq
Blizzard and all its affiliates for creating such a great game
Please feel free to email me if there's something about Diablo I left out
(I'm sure there will be as this faq barely tries to tell everything about
such a big, big game) or if you just want to comment on my work. Thank
you. If ever I revise this faq and add something you feel came from one
of your emails to me, email me again and remind me bout it so I can give
you credit. Thanks again.
Patrick (GalahadPC@aol.com) has a few strategies to add:
1) " A use for basic spells - drawing out off-screen monsters. If you suspect
a mess of beasts with long-range attacks are waiting in ambush (very
likely in the last few levels), lob off a weak spell like Firebolt,
one at a time, in a spread in front of you, until you hear the sound
of a monster grunt (indicating a hit). The offended monster will usually
come running to get you back, but without their pals! Pick them off
at your leisure. Also, you don't want to use multi-hit spells like
Fireball or Lightning Bolt, as the whole point is to avoid getting
the attention of many monsters at once! Sure, you could wind up killing
a bunch of them, but if they happen to be resistant to fire or lightning,
you're just going to get swarmed by pissed-off, fully-intact foes. "
2) " Firebolt and Holy Bolt, among a couple others, are spells which increase
in damage potential based on character level, not spell level. Level
increases for these two spells reduce mana cost and increase the traveling
speed of the bolt. For a Sorcerer of high enough level, these are an
attractive alternative to missile weapons, as they can prove to be
faster, more powerful, and cheap enough to make the casting cost (and
costs for mana potions) negligible. At least as long as you are up
against few mosters at a time, and they are vulnerable to these spells. "
3) " Once a Sorcerer learns the healing spells and gets them to a moderate
level, he'll never need healing potions again. Using these spells and
restoring oneself with mana potions is more efficient, as mana potions
cost the same as healing ones, and the Sorcerer can cast such spells
quickly enough to make them effective in the heat of battle. "
4) " The powerful Flash spell is probably meant with Warriors in mind, as
it is designed to hit anything immediately adjacent to the caster.
Since Warriors are at their best when wading into the fray, they are
most likely to get themselves surrounded on all sides, and if they
happen to be in over their head, a desperate use of Flash may take
out a few attackers and open an escape opportunity for them. Too bad
they can't cast it very fast though, or this would be a real life
saver. "
And just in case you read the last part of this faq before the first,
allow me restate my legal notice...
By gaining access to this faq you agree to the following terms:
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|| 1) I, Joseph Christopher, the author of this faq, is not in any way ||
|| liable for any harm that anybody thinks came from reading this faq. ||
|| Examples of this harm include physical ones, such as getting mauled ||
|| by someone who lost to you via a technique found in this faq, and ||
|| emotional ones, such as experiencing humiliation upon the use or ||
|| most likely misuse of yet another technique found in this faq. ||
|| ||
|| 2) If this faq was accessed from a source other than gamefaqs.com, nine ||
|| out of ten chances are it is not in its latest update. You must ||
|| therefore read the latest version of this faq first at the said web ||
|| site before sending in any comments, suggestions, and/or corrections. ||
|| As for webmasters, web page contibutors, and all similar personnel, ||
|| posting this faq on any other website requires every last sentence, ||
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|| 3) This faq is not to be profited from---directly, indirectly, or in ||
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|| other hand, by indirectly I mean using a part of or all the contents ||
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|| thus directly or again indirectly yielding profit. ||
|| ||
|| 4) You will not use even a single phrase, sentence, or concept found ||
|| anywhere in this faq on your own work, even if you expressed it in ||
|| your own words, without at the very least giving me, Joseph Christopher, ||
|| the author of this faq, full credit for it. If you in any way ||
|| incorporated even a very minute part of the strategies found in this ||
|| faq with your own in your work, then you must at the very least give ||
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|| 5) Ignorance of the law excuses no one, therefore if ever anything ||
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Fast alle Super-Items, die man in die Finger bekommt sind mit dabei - nicht gecheatet. Auch ein paar Uniquis und jede Menge Gold!!! (Version 1.08 erkennt das Gold aber als Duplikat!) Achtung: 3MB